Fabian Fischer's Blog
I fill various roles throughout the games industry and media:
- Game Designer by passion and by trade
- Author for various gaming websites and magazines
- Blogger on design and ludology (in German)
- Editor for gamedesigntheory.org
- Consultant for fellow designers
- Moderator of the r/gamedesign subreddit
- Researcher in the field of game-based learning
Gwent not only features unique gameplay mechanics, but its design also manages to strike a delicate balance between chaos and determinism. Additionally, the game's round-based structure gives nuance to its strategic arcs in astonishingly elegant ways.
The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback. Therefore efficient feedback is of utmost importance for those games.
The hype around No Man's Sky was not only fueled by shady marketing methods, but also by fundamentally flawed perspectives for evaluating games within the audience.
Interactivity is what makes our medium unique. In some cases it is used to tell stories or create virtual art galleries. However, if gameplay itself is the core tool for delivering value, shouldn't it then always challenge the player?
While losing in games, and specifically an avatar dying, are most commonly associated with frustration, some games claim the opposite to be true in their case. What kind of games can rightfully make this claim?
Uncertainty is of central importance for any interesting game. Without it, interacting with a given system will only be of highly limited value. What tools can be employed to generate or preserve uncertainty? And which ones demand a close critical look?
Fabian Fischer's Comments
[Blog - 07/13/2016 - 04:54]
It 's like they asked ...
It 's like they asked What if we made the whole world one giant Skinner Box . And boy did they succeed. I 'm afraid one of the biggest games ever will shed quite a bad light on what games can be. There 's barely any gameplay to be found.
[Blog - 07/08/2016 - 10:07]
Since the mentioned hardcore MMO ...
Since the mentioned hardcore MMO RPGs all prey on the same Skinner Box mechanics and the spectacle value of growing numbers , it 's actually not surprising at all to find the same players as in idle clickers...
[Blog - 06/28/2016 - 04:48]
Players don t care what ...
Players don t care what they do, they care why they do it. r n r nI think that 's a major problem caused by the low amount of the professional/academic work that went into the medium at this point. Too many people just don 't appreciate the what enough. ...
[Blog - 04/27/2016 - 11:36]
I think the card leveling ...
I think the card leveling is where the game damages its own competitive structure severely. If you 're playing well, you 're kind of punished for that. You level up your trophies too fast, so you either pay without a clear limit because as you said, it just goes on ...
[Blog - 03/10/2016 - 03:14]
I m too old for ...
I m too old for this : r n r nWhat 's that supposed to mean If it 's really just to see a few more higher level units , then it 's actually worth nobody 's time, whether you 're a child or an adult. The reason you should ...
[Blog - 02/24/2016 - 06:45]
That depends on how you ...
That depends on how you define satisfaction. Consider playing to relax for example. Sure, stress relief is a valid and evidently common reason to invest time into a game. In principle there s nothing wrong with that. However, the crucial psychological difference is that it is a so-called hygiene factor ...